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View Full Version : MAGE KNIGHT (my hybrid warrior/caster) {{Please Critique}}



Kenneth
2012-01-23, 10:42 PM
{table=head]Level| BAB| Fort| Ref| Will | Abilities| 1| 2| 3| 4| 5| 6
1st| +0| +2| +0| +2| Spell Strike, Combat Casting| 1| -| -| -| -| -
2nd| +1| +3| +0| +3| Arcana, Magic Sense| 2| -| -| -| -| -
3rd| +2| +3| +1| +3| Greater Spell access| 3| -| -| -| -| -
4th| +3| +4| +1| +4| Spell Combat| 4| 1| -| -| -| -
5th| +3| +4| +1| +4| Bonus Feat, Arcana| 4| 2| -| -| -| -
6th| +4| +5| +2| +5| Light Armor| 4| 3| -| -| -| -
7th| +5| +5| +2| +5| Greater Spell Access| 4| 3| 1| -| -| -
8th| +6| +6| +2| +6| Arcana| 4| 4| 2| -| -| -
9th| +6| +6| +3| +6| Bonus feat| 5| 4| 3| -| -| -
10th| +7| +7| +3| +7| Greater Spell Strike| 5| 4| 3| 1| -| -
11th| +8| +7| +3| +7| Arcana, Greater Spell Access| 5| 4| 4| 2| -| -
12th| +9| +8| +4| +8| | 5| 5| 4| 3| -| -
13th| +9| +8| +4| +8| Bonus Feat| 5| 5| 4| 3| 1| -
14th| +10| +9| +4| +9| Arcana| 5| 5| 4| 3| 2| -|
15th| +11| +9| +5| +9| Greater Spell Access| 5| 5| 5| 3| 3| -
16th| +12| +10| +5| +10| | 5| 5| 5| 4| 3| 1
17th| +12| +10| +5| +10| Bonus Feat, Arcana| 5| 5| 5| 4| 4| 2
18th| +13| +11| +6| +11| | 5| 5| 5| 5| 4| 3
19th| +14| +11| +6| +11| Greater Spell Access| 5| 5| 5| 5| 4| 3
20th| +15| +12| +6| +12| Arcana| 5| 5| 5| 5| 4| 4[/table]


Hit Die: d8.
Class skills
The Mage Knight’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str).
Skill Points at 1st Level: (2+Int modifier)x4
Skill Points Each Additional Level: 2 + Int modifier.
Weapon and Armor Proficiency: A Mage Knight is proficient with all 1 and 2-handed Simple and Martial melee BLudgeoning, Slashing and paiericing Weapons. He is not proficient with any armor, any shields, nor any ranged weapons.

Spells:
A Mage Knight casts arcane spells drawn from the Mage Knight spell list. A Mage Knight must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the Mage Knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mage Knight ’s spell is 10 + the spell level + the Mage Knight ’s Intelligence modifier.
A Mage Knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mage Knight . In addition, he receives bonus spells per day if he has a high Intelligence score.
A Mage Knight may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Mage Knight decides which spells to prepare

Spellbooks: A Mage Knight must study his spellbook each day to prepare his spells. A Mage Knight begins play with a spellbook containing three 1st-level Mage Knight spells of his choice. The Mage Knight also selects a number of additional 1st-level Mage Knight spells equal to his Intelligence modifier to add to his spellbook. At each new Mage Knight level, he gains two new Mage Knight spells of any spell level or levels that he can cast (based on his new Mage Knight level) for his spellbook. At any time, a Mage Knight can also add spells found in other spellbooks to his own.
A Mage Knight can learn spells from a wizard’s spellbook, just as a wizard can from a Mage Knight’s spellbook. The spells learned must be on the Mage Knight spell list, as normal.

Spell List:
1st
Blades of Fire, Burning Hands, Chill Touch, Corrosive Touch, Critical Strike, Magic Weapon, Color Spray, Ice Dagger, Mount, Enlarge Person, Obscuring Mist, Expeditious Retreat, Reduce Person, Feather Fall, Shield,Shield Bearer, Shocking Grasp, Mage Armor, Floating Disk, Silent Image, True Strike, Jump, Distract Assailant, Lightfoot, Fist of Stone, Persistent Blade


2nd
Acid Arrow, Glitterdust, Alter Self, Bear’s Endurance, Invisibility, Blur, Levitate,
Bull’s Strength, Mirror Image, Cat’s Grace, Phantom Foe, Pyrotechnics, Darkness, Combust, Scorching Ray, Shatter, Spider Climb, Web, Mindless Rage, Sting Ray, Burning Sword, Ray of Ice, Heroics, Sonic Weapon, Orb of Acid: Lesser, Orb of Cold: lesser, Orb of Electricity: Lesser, Orb of Fire; Lesser, Orb of Force; Lesser, Orb of Sound; Lesser, Resist Energy, Wracking Touch

3rd
Arcane Sight, Blink, Keen Edge, Magic Weapon; Greater, Daylight,
Clairaudience/Clairvoyance, Dispel Magic, Phantom Steed, Displacement,
Sleet Storm, Slow, Stinking Cloud, Vampiric Touch, Fly, Gaseous Form,
Water Breathing, Haste, Mage Armor; Greater, Spectral Weapon, Find The Gap, Wraith Strike, Bite of the Wererat

4th
Invisibility; Greater, Reduce Person; Mass, Dimension Door, Flame Whips,
Freedom of Movement, Shout, Solid Fog, Enlarge Person; Mass, Stoneskin,
Fire Shield, Wall of Fire, Wall of Ice, Vulnerability, Girallon’s Blessing, Bloodstar, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Blistering Radiance, Defenestrating Sphere, Thunderlance, Bite of the Werewolf, Protection from Energy, Heroism

5th
Baleful Polymorph, Blink; Greater, Cloudkill, Telekinesis, Teleport,
Viscid Glob, Wall of Force, Wall of Stone, Duelward, Draconic Might, Fiendform, Nightstalker’s Transformation, Bit of the Wereboar

6th
Acid Fog, Flesh to Stone, Bear’s Endurance; Mass, Forceful Hand,
Bull’s Strength; Mass, Freezing Sphere, Cat’s Grace; Mass, Mislead,
Stone to Flesh, Disintegrate, Tenser’s Transformation, Dispel Magic; Greater,
True Seeing, Wall of Iron, Aura of Evasion, Howling Chain, Bit of the Weretiger



Spell Strike {Su}: At 1st level, whenever a Mage Knight casts a spell with a range of “touch” from the Mage Knight spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. At 10th Level a Mage Knight casts a spell with a range of “range touch” from the Mage Knight spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Regardless of which type of spell is cast this attack uses the weapon’s critical range (modified by the keen weapon property or similar effects, if applicable), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Spell Combat {Ex}: At 4th level a Mage Knight gains an insight bonus to concentration checks to cast spells defensively equal to half his Mage Knight levels.

Light Armor {Ex}: At 6th level, a Mage Knight gains proficiency with light armor. A Mage Knight can cast Mage Knight spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Mage Knight wearing Meduim or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.


Greater Spell Access: At 3rd level and every 4 levels afterwards a Mage Knight may add a single Wizard spell to his spell list. This spell must be equal to or lower than the highest level of spell he can cast.

Arcana {Su or Ex}:
As he gains levels, a Mage Knight learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 2nd level, a Mage Knight gains one arcana. He gains an additional arcana for every three levels of Mage Knight attained afterwards Unless specifically noted in an arcane’s description, a Mage Knight cannot select a particular arcana more than once, unless otherwise noted. Arcana that affect spells can only be used to modify spells from the Mage Knight spell list unless otherwise noted.

Accurate Strike {Ex} A Mage Knight as a swift action can resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. A Mage Knight can perform this Arcana 3 times per day.

Animate Weapon {Su} As a swift action once per day, a Mage Knight’s weapon gains the dancing ability for 4 rounds. This Arcana may be purchased more than once, each allowing one additional use per day.

Arcane Redoubt {Su} As an Immediate action a Mage Knight can sacrifice a prepared spell To give him a deflection bonus to AC equal to 2+ the sacrificed spell’s level for 4 rounds

Attack of Devotion {Su} As a swift action add anarchic, axiomatic, holy, or unholy to your weapon This lasts a number of rounds equal to your Intelligence modifier and can be done 3 times per day. Requires Mage Knight level 10.

Bounding Step {Su} Once per day as a standard action teleport up to 60 feet.

Clinging Strike {Ex} A target effected by a Mage Knight’s Spell Strike suffer half the spell damage dealt the following round. Requires Mage Knight Level 15

Dispelling Strike {Su} When a Mage knight strikes a creature that creature is the subject of a targeted dispel magic using the magus’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the Mage Knight can cast +1. (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. This Arcana can be used 3 times per day. This Arcana may be purchased more than once each allowing an additional use per day.. Requires Mage Knight Level 8

Elemental Assault {Su} For 5 rounds per Mage Knight Level, a Mage Knight can give his weapon one of the following elemental enchantments; Acidic, Frost, Flaming, or Shock. This arcana can be used a number of times per day equal to your Intelligence Modifier. Requires Mage Knight level 5.

Empower Magic {Su} A Mage Knight can cast one spell per day as though it was affected by the Empower Spell feat, without taking up a higher level slot. This ability may only be used on spells gained through the Mage Knight class.

Hasted Advance {Su} Once per day the Mage Knight can, as a swift action, gain the benefits of the Haste spell. This last 5 rounds and can be purchased more than once, each allowing an additional use per day. Requires Mage Knight level 6

Maximize Magic {Su} A Mage Knight can cast one spell per day as though it was affected by the Maximize Spell feat, without taking up a higher level slot. This ability may only be used on spells gained through the Mage Knight class.

Quicken Magic {Su} A Mage Knight can cast one spell per day as though it was affected by the Quicken Spell feat, without taking up a higher level slot. This ability may only be used on spells gained through the Mage Knight class. Requires Mage Knight level 12

Vampiric Thrust {Su} As a swift action a number of times per day equal to his intelligence modifier a Mage Knight can heal himself for half the physical damage dealt in a successful attack.

Magic Sense {Sp}: A Mage Knight can cast Detect Magic and Read Magic at will, though only once a round. Doing so requires a standard action and the caster level is equal to half the Mage Knight’s level.

Bonus Feat: At 5th level and every 4 level afterwards a Mage Knight gains a bonus feat for any feat he is eligible for. A Mage knight counts as a Fighter of one-half his Mage Knight levels for purposes of qualifying for feats. These levels stack with levels from the Fighter class, if the Mage Knight also has levels in Fighter.

NeoSeraphi
2012-01-23, 11:11 PM
A few formatting suggestions:

Spoiler the spell list. It's expansive, and that kind of thing is something people want to open up, read over, then close so they don't have to scroll down so much.

Bold the class feature titles. It's just helpful to transition someone's eyes.

Now on to the real PEACH.

All base classes need a section on Weapon and Armor proficiencies.

In the Spellbook section, you mention "1st level magus spells", which I assume is a copy-paste error.

Arcane Redoubt should be usable as an immediate action instead of a swift action. Since this guy doesn't have armor proficiency until 6th level, it's not that unfair to give him emergency AC.

Greater Spell Access: Does this ability just add the spell to the mage knight's spell list, as in, he still needs to wait til he levels up to be able to spend a spell known on it and scribe it into his spellbook or find a scroll, or does it automatically get scribed as part of the ability?

Attack of Devotion- On the one hand, I want to say you should only allow the mage knight to use a weapon that is his own alignment. On the other hand, if you hold a weapon with one of those qualities and it opposes your alignment, you gain 2 negative levels. So it's kind of an even trade (If a bit of a trap sometimes)

As for Spell Strike, with just a cursory glance at your spell list, these are the spells you can use with it: shocking grasp, chill touch, vampiric touch. That's it. You gave him a whole bunch of ranged touch spells, but not nearly enough touch spells. This makes Spell Strike extremely weak until 10th level.

My suggestion? Grab the PHB II and open up to the duskblade. Check out his spell list, and some of his class features, see if you can find anything helpful that will help make this class better. (I'm not saying "Just play a duskblade", I'm trying to help you find inspiration for the mage knight)

Kenneth
2012-01-23, 11:42 PM
grr.. LOl i wrote magus becuase I was all like this when convertign this from a word document to teh GiTP form ' I wonder how many people are going to say this is too much like the magus' I saw the couple of times i accidently did put down mgus.. must have missed that one :(

in truth though, this was a class I created back in 2nd edition, i was alwasy perplexed by there ebing a fighter/cleric hybrid (paladin) and a fighter/druid hybrid (Ranger) but there not really being a Fighter/mage hybrid. yeah some of these abilities only came about later becuase they (the concept that is) really did not exist in 2nd ed

and I added Combust and Wracking Pain to teh list bringing the total up to 6 touch spells.. there is just not that many spells that are touch without getting into teh cleric stuff and causing inflicts... though I wish I coudl find at least 1 more 3rd level spells that has Touch as the range. well a 'touch' spell that deals damage is what I am referring to anywyas.